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Moldis' Thread
Posted:
Sun Jun 01, 2014 12:48 am
by Moldis
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Newest Anim After a Year of Not Animating
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Tripping
Center Walking and Running practice
My B0X0R Collab Part (Before I resized it)
Kamehame-nah
Inc. FX Fite
Running with my new base
Updated Fite me m8
Fite me m8
First was 2 Powerful Punches, added some kicks before the punches,added FX, and now with bad camera movements
Force Shield Test
Failed Joint so I cut out all my parts and pasted them to a single .piv
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Punch Combo M
Midget Ninja
Inc. Anim But for now it's just a Run Loop
Walking
Edited Stomp
Cutest Anim I've made
Random Anim
I Really need to work on my movements
Energy Burst
Revival Collab Part (Collab from PA)
Got lazy in the end punch
Old anim that I finished with utter laziness
Re: Moldis's Thread
Posted:
Wed Jan 14, 2015 11:29 am
by Waffles Mgee
I see you're messing about with fullbodies, details and effects quite a bit. Good things to learn early on as they're things that get tougher along the way, but I feel you're overusing them, especially effects.
One common piece of advice is to have every joint move in every frame, even if it's a pixel. And I don't mean just one to the left one frame and to the right the next, unless you're easing it in. In your first animation, when your guy whips up his arm to fire his laser, it goes up and then down suddenly, and as he fires he breaks his elbow. Have the arm slow to a halt, and have the elbow bent a bit, so when he fires the arm can bend with the recoil without the imagery of it snapping. Imagine it like firign a gun. You don't fire a gun with your arm straight out, unless there is very little recoil that can be easily managed.
With your third animation, your brown guy just suddenly jolts and stops. Where's the momentum? Before he goes fast, you could have him build into it a bit, putting on a running stance, getting his feet in the right places, and when he comes out of his jolt of speed you need to show how he deals with all that momentum he's gained, that's carrying on. Momentum doesn't vanish that fast. I mean sure, you have him take a step, but if you had him take a few steps as soon as he comes out of that woosh, then it'll really improve it.
And not gonna talk about the utter laziness animation, due to it being made in utter laziness.
You're beginner, bud. You're trying with the effects and backgrounds, but because of this you're lacking with your movements and physics. Lay off the fancy stuff for a while and keep it basic; you'll have plenty of time for fancy backgrounds and effects when you get your movements so tasty they'll throw you into inter.
Re: Moldis's Thread
Posted:
Thu Jan 15, 2015 4:18 pm
by SharpBeast
First: I like the flow. Flow is pretty balanced and it is pleasure to watch even if you need to work on movements.
Second: As said before you need to focus on movements more than on effects(not that I dont like those effects), try to imagine how would you do that particular move for better understanding on: how to animate it properly.
Third: Post more stuff or at least make them longer, because it is hard to give you CC when there is hardly anything to watch.
I can say that you have learned walking very well, The momentum of punch is really nice and you can feel the impact nicely. Well as far as I can see(and I dont see much) Effects are your speciality.
I can see that you have learned most of the basics nicely, easing, spacing and such. But you should not forget about movement realism(but dont make it completely realistic, give it some spicey, arcadish feeling) to make your animations a better product.
Also I suggest you to train with your base stk(the one you use the most) instead of basic stks, to improve your skill. The way you animate with different bases differ from each other slightly, so take that in mind when training.
Re: Moldis's Thread - Kawaii update
Posted:
Sat Feb 21, 2015 3:41 am
by Moldis
Dis stick iz too Kawaii 4 u
Re: Moldis's Thread - Kawaii update
Posted:
Sat Feb 21, 2015 4:59 am
by Anton
Cuteness with stickfigures is about thicker and shorter limbs, not lack of elbows&knees in my opinion.
I like the little white shadow btw.
Re: Moldis's Thread - Another Kawaii update
Posted:
Mon Apr 20, 2015 4:23 am
by Moldis
Update <3
Re: Moldis's Thread - Another Kawaii update
Posted:
Mon Apr 20, 2015 2:25 pm
by Setto
I like your animations, but focus less on effects and fullbodies for now lol
Re: Moldis's Thread - Punch Combo M
Posted:
Tue Apr 21, 2015 1:35 am
by Moldis
Punch Combo Update
Re: Moldis's Thread - Punch Combo M
Posted:
Tue Apr 21, 2015 5:22 am
by Setto
I think that the legs move too fast, but its hard for me to CnC people beter than me :I
I like it though, that fx at the end was cool ^-^
Re: Moldis's Thread - 3 Updates + 1 More Update
Posted:
Mon Jun 08, 2015 8:29 am
by Moldis
3 New Updates
Edit: 1 more Update
Re: Moldis's Thread - 3 Updates
Posted:
Mon Jun 08, 2015 9:43 am
by maxmushroom
Tip= When rendering the GIFs, using aliased is bad. Next time when export as a GIF, you need to select supersample 4, which will make the animation anti-aliased. It looks better.
Re: Moldis's Thread - 3 Updates + 1
Posted:
Wed Jun 10, 2015 9:28 am
by Moldis
OK updated the fite me m8
the supersample fcked with my bg tho
Re: Moldis's Thread - 3 Updates + 1
Posted:
Wed Jun 10, 2015 10:46 am
by Ussay
It's actually very good, first thing I did notice is the shakiness in their movements, try to fix that with a consistent spacing, next that the text goes away too fast, so it's not that easy to read it, try to give it some time to be read. Your foot placement is very good too, but look how those arms move, if the green dude is not even using them they shouldn't move like that, I don't see many people over here use the iddle stance, so with the iddle stance his arms should move slightly, same thing goes with the blue dude, after he taunts the green one to fight, he just moves them forwards and backwards like a crazy kid haha.
Try the classic iddle stance moving the origin center in circles, if it's too fast you could try double-framing, you'll see it's actually very useful and it looks great xP Another advise so you improve a lot, make long projects, don't stay in little tests and stuff like that (: keep it up, bro.
Re: Moldis's Thread - I finally logged back in
Posted:
Tue Feb 02, 2016 4:28 am
by Moldis
I finally got a new password
Now for my few updates
Re: Moldis's Thread - I finally logged back in
Posted:
Tue Feb 02, 2016 7:56 am
by Leo
Whoa nice effects bro.
Hey that blue stick kick kinda not in a right angle.